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[1] Interface Design Optimization as a Multi-Armed Bandit Problem Making Interfaces Work for Each Individual / Lomas, J. Derek / Forlizzi, Jodi / Poonwala, Nikhil / Patel, Nirmal / Shodhan, Sharan / Patel, Kishan / Koedinger, Ken / Brunskill, Emma Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4142-4153
ACM Digital Library Link
Summary: "Multi-armed bandits" offer a new paradigm for the AI-assisted design of user interfaces. To help designers understand the potential, we present the results of two experimental comparisons between bandit algorithms and random assignment. Our studies are intended to show designers how bandits algorithms are able to rapidly explore an experimental design space and automatically select the optimal design configuration. Our present focus is on the optimization of a game design space. The results of our experiments show that bandits can make data-driven design more efficient and accessible to interface designers, but that human participation is essential to ensure that AI systems optimize for the right metric. Based on our results, we introduce several design lessons that help keep human design judgment in the loop. We also consider the future of human-technology teamwork in AI-assisted design and scientific inquiry. Finally, as bandits deploy fewer low-performing conditions than typical experiments, we discuss ethical implications for bandits in large-scale experiments in education.

[2] Learning from Mixed-Reality Games: Is Shaking a Tablet as Effective as Physical Observation? Kids Haptic, Wearable, Tangible Learning / Yannier, Nesra / Koedinger, Kenneth R. / Hudson, Scott E. Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1045-1054
ACM Digital Library Link
Summary: The possibility of leveraging technology to support children's learning in the real world is both appealing and technically challenging. We have been exploring factors in tangible games that may contribute to both learning and enjoyment with an eye toward technological feasibility and scalability. Previous research found that young children learned early physics principles better when interactively predicting and observing experimental comparisons on a physical earthquake table than when seeing a video of the same. Immersing children in the real world with computer vision-based feedback appears to evoke embodied cognition that enhances learning. In the current experiment, we replicated this intriguing result of the mere difference between observing the real world versus a flat-screen. Further, we explored whether a simple and scalable addition of physical control (such as shaking a tablet) would yield an increase in learning and enjoyment. Our 2x2 experiment found no evidence that adding simple forms of hands-on control enhances learning, while demonstrating a large impact of physical observation. A general implication for educational game design is that affording physical observation in the real world accompanied by interactive feedback may be more important than affording simple hands-on control on a tablet.

[3] Optimizing challenge in an educational game using large-scale design experiments Papers: learning / Lomas, Derek / Patel, Kishan / Forlizzi, Jodi L. / Koedinger, Kenneth R. Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.89-98
ACM Digital Library Link
Summary: Online games can serve as research instruments to explore the effects of game design elements on motivation and learning. In our research, we manipulated the design of an online math game to investigate the effect of challenge on player motivation and learning. To test the "Inverted-U Hypothesis", which predicts that maximum game engagement will occur with moderate challenge, we produced two large-scale (10K and 70K subjects), multi-factor (2x3 and 2x9x8x4x25) online experiments. We found that, in almost all cases, subjects were more engaged and played longer when the game was easier, which seems to contradict the generality of the Inverted-U Hypothesis. Troublingly, we also found that the most engaging design conditions produced the slowest rates of learning. Based on our findings, we describe several design implications that may increase challenge-seeking in games, such as providing feedforward about the anticipated degree of challenge.

[4] A paradigm for handwriting-based intelligent tutors / Anthony, Lisa / Yang, Jie / Koedinger, Kenneth R. International Journal of Human-Computer Studies 2012-11 v.70 n.11 p.866-887
Keywords: Intelligent tutoring systems
Keywords: Pen input
Keywords: Handwriting recognition
Keywords: Mathematics
Keywords: Cognitive tutors
Keywords: Interaction design
Keywords: Human-computer interaction
Keywords: Educational technology
Link to Article at sciencedirect
Summary: This paper presents the interaction design of, and demonstration of technical feasibility for, intelligent tutoring systems that can accept handwriting input from students. Handwriting and pen input offer several affordances for students that traditional typing-based interactions do not. To illustrate these affordances, we present evidence, from tutoring mathematics, that the ability to enter problem solutions via pen input enables students to record algebraic equations more quickly, more smoothly (fewer errors), and with increased transfer to non-computer-based tasks. Furthermore our evidence shows that students tend to like pen input for these types of problems more than typing. However, a clear downside to introducing handwriting input into intelligent tutors is that the recognition of such input is not reliable. In our work, we have found that handwriting input is more likely to be useful and reliable when context is considered, for example, the context of the problem being solved. We present an intelligent tutoring system for algebra equation solving via pen-based input that is able to use context to decrease recognition errors by 18% and to reduce recognition error recovery interactions to occur on one out of every four problems. We applied user-centered design principles to reduce the negative impact of recognition errors in the following ways: (1) though students handwrite their problem-solving process, they type their final answer to reduce ambiguity for tutoring purposes, and (2) in the small number of cases in which the system must involve the student in recognition error recovery, the interaction focuses on identifying the student's problem-solving error to keep the emphasis on tutoring. Many potential recognition errors can thus be ignored and distracting interactions are avoided. This work can inform the design of future systems for students using pen and sketch input for math or other topics by motivating the use of context and pragmatics to decrease the impact of recognition errors and put user focus on the task at hand.

[5] User Modeling -- A Notoriously Black Art Full Research Papers / Yudelson, Michael / Pavlik, Philip I. / Koedinger, Kenneth R. Proceedings of the 2011 Conference on User Modeling, Adaptation and Personalization 2011-07-11 p.317-328
Keywords: User modeling; educational data mining; model selection; model complexity; model parsimony
Link to Digital Content at SpringerLink
Summary: This paper is intended as guidance for those who are familiar with user modeling field but are less fluent in statistical methods. It addresses potential problems with user model selection and evaluation, that are often clear to expert modelers, but are not obvious for others. These problems are frequently a result of a falsely straightforward application of statistics to user modeling (e.g. over-reliance on model fit metrics). In such cases, absolute trust in arguably shallow model accuracy measures could lead to selecting models that are hard-to-interpret, less meaningful, over-fit, and less generalizable. We offer a list of questions to consider in order to avoid these modeling pitfalls. Each of the listed questions is backed by an illustrative example based on the user modeling approach called Performance Factors Analysis (PFA) [9].

[6] INTERNET Human-Computer Interaction Institute (HCII) / Aleven, Vincent / Anderson, John / Atkeson, Chris / Boyarski, Daniel / Cassell, Justine / Corbett, Albert / Dabbish, Laura / Date, Jenna / Dey, Anind / Evenson, Shelley / Forlizzi, Jodi / Hong, Jason / Hudson, Scott / John, Bonnie / Kam, Matthew / Kiesler, Sara / Kittur, Aniket / Klatzky, Roberta / Koedinger, Ken / Kraut, Robert / Lindqvist, Janne / Matsuda, Noboru / McLaren, Bruce M. / Morris, James / Myers, Brad / Neuwirth, Christine / Paulos, Eric / Pavlik, Philip I., Jr. / Rosé, Carolyn Penstein / Scheines, Richard / Siewiorek, Daniel P. / Stamper, John / Waibel, Alexander / Yang, Jie / Zimmerman, John 2010-08-26 2001-09-06 1998-05-22 United States, Pennsylvania, Pittsburgh Carnegie Mellon University
Keywords: education:programs |  education:1st_choice |  hci-sites:laboratories |  labs lab laboratory
www.hcii.cmu.edu/
PhD Program
Masters Program
Undergraduate Program

[7] Designing a pen-based flashcard application to support classroom learning environment Session: cooking, classrooms, and craft / Jeong, YoungJoo / Gunawardena, Ananda / Koedinger, Kenneth R. Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.4695-4698
Keywords: human-centered design, information interfaces and presentation, pen and tactile input, pen-based uis and education, user-centered design
ACM Digital Library Link
Summary: Pen-based Flash Cards Application ("application") offers the flexibility of handwritten input while benefiting a wide set of users to increase their memory retention. It is particularly useful in learning mathematics where typing the material using a keyboard can be difficult. In this study, we describe the observations and major findings in a two-year case study in an eighth-grade geometry class. We found that this application may enhance teacher-student interaction, increase autonomy in students for self-guided learning, and encourage collaborative learning.

[8] Note-taking, selecting, and choice: designing interfaces that encourage smaller selections Interfaces and navigation / Bauer, Aaron / Koedinger, Kenneth R. JCDL'08: Proceedings of the 8th ACM/IEEE-CS Joint Conference on Digital Libraries 2008-06-16 p.397-406
ACM Digital Library Link
Summary: Our research develops note-taking applications for educational environments. Previous studies found that while copy-pasting notes can be more efficient than typing, for some users it reduces attention and learning. This paper presents two studies aimed at designing and evaluating interfaces that encourage focusing. While we were able to produce interfaces that increased desirable behaviors and improved satisfaction, the new interfaces did not improve learning. We suggest design recommendations derived from these studies, and describe a "selecting-to-read" behavior we encountered, which has implications for the design of reading and note-taking applications.

[9] What's in a Step? Toward General, Abstract Representations of Tutoring System Log Data Poster Papers / VanLehn, Kurt / Koedinger, Kenneth R. / Skogsholm, Alida / Nwaigwe, Adaeze Proceedings of User Modeling 2007 2007-07-25 p.455-459
Keywords: Student modeling; educational data mining; tutoring systems
Link to Digital Content at Springer
Summary: The Pittsburgh Science of Learning Center (PSLC) is developing a data storage and analysis facility, called DataShop. It currently handles log data from 6 full-year tutoring systems and dozens of smaller, experimental tutoring systems. DataShop requires a representation of log data that supports a variety of tutoring systems, atheoretical analyses and theoretical analyses. The theory-based analyses are strongly related to student modeling, so the lessons learned in developing the DataShop's representation may apply to student modeling in general. This report discusses the representation originally used by the DataShop, the problems encountered, and how the key concept of "step" evolved to meet these challenges.

[10] Selection-based note-taking applications Tags, tagging & notetaking / Bauer, Aaron / Koedinger, Kenneth R. Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.981-990
ACM Digital Library Link
Summary: The increasing integration of education and technology has led to the development of a range of note-taking applications. Our project's goal is to provide empirical data to guide the design of such note-taking applications by evaluating the behavioral and learning outcomes of different note-taking functionality. The study reported here compares note-taking using a text editor and four interaction techniques. The two standard techniques are typing and copy-paste. The two novel techniques are restricted copy-paste and menu-selection, intended to increase attention and processing respectively. Hypothesized learning gains from the novel techniques were not observed. As implemented these techniques were less efficient and appeared to be more frustrating to use. However, data regarding differences in both note-taking efficiency and learning suggest several important implications for selection-based note-taking applications, such as pasting and highlighting. Our results also indicate that students have strong opinions regarding their note-taking practices, which may complicate potentially beneficial interventions.

[11] Addressing the testing challenge with a web-based e-assessment system that tutors as it assesses E-learning & scientific applications / Feng, Mingyu / Heffernan, Neil T. / Koedinger, Kenneth R. Proceedings of the 2006 International Conference on the World Wide Web 2006-05-23 p.307-316
Keywords: ASSISTment, MCAS, intelligent tutoring system, learning, predict
ACM Digital Library Link
Summary: Secondary teachers across the country are being asked to use formative assessment data to inform their classroom instruction. At the same time, critics of No Child Left Behind are calling the bill "No Child Left Untested" emphasizing the negative side of assessment, in that every hour spent assessing students is an hour lost from instruction. Or does it have to be? What if we better integrated assessment into the classroom, and we allowed students to learn during the test? Maybe we could even provide tutoring on the steps of solving problems. Our hypothesis is that we can achieve more accurate assessment by not only using data on whether students get test items right or wrong, but by also using data on the effort required for students to learn how to solve a test item. We provide evidence for this hypothesis using data collected with our E-ASSISTment system by more than 600 students over the course of the 2004-2005 school year. We also show that we can track student knowledge over time using modern longitudinal data analysis techniques. In a separate paper [9], we report on the ASSISTment system's architecture and scalability, while this paper is focused on how we can reliably assess student learning.

[12] Evaluating the effect of technology on note-taking and learning Work-in-progress / Bauer, Aaron / Koedinger, Kenneth Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.520-525
ACM Digital Library Link
Summary: Current note-taking applications have been shown to affect the way students take notes. The impact on learning has not been studied. In this paper, we describe a project aimed at addressing how specific features of note-taking tools impact both behavior and performance. We describe our initial results evaluating copy-paste functionality, their implication for design, and future studies. We believe this work has relevance not only for the design of note-taking tools, but for a broader CHI audience.

[13] Evaluation of multimodal input for entering mathematical equations on the computer Late breaking results: short papers / Anthony, Lisa / Yang, Jie / Koedinger, Kenneth R. Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005-04-02 v.2 p.1184-1187
ACM Digital Library Link
Summary: Current standard interfaces for entering mathematical equations on computers are arguably limited and cumbersome. Mathematics notations have evolved to aid visual thinking and yet text-based interfaces relying on keyboard-and-mouse input do not take advantage of the natural two-dimensional aspects of math. Due to its similarities to paper-based mathematics, pen-based handwriting input may be faster, more efficient, and more preferable for entering mathematics on computers. This paper presents an empirical study that tests this hypothesis. We also explored a multimodal input method combining handwriting and speech because we hypothesize that it may enhance computer recognition and aid user cognition. Novice users were indeed faster, more efficient and enjoyed the handwriting modality more than a standard keyboard-and-mouse mathematics interface, especially as equation length and complexity increased. The multimodal handwriting-plus-speech method was faster and better liked than the keyboard-and-mouse method and was not much worse than handwriting alone.

[14] Off-task behavior in the cognitive tutor classroom: when students "game the system" / Baker, Ryan Shaun / Corbett, Albert T. / Koedinger, Kenneth R. / Wagner, Angela Z. Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems 2004-04-24 v.1 p.383-390
ACM Digital Library Link
Summary: We investigate the prevalence and learning impact of different types of off-task behavior in classrooms where students are using intelligent tutoring software. We find that within the classrooms studied, no other type of off-task behavior is associated nearly so strongly with reduced learning as "gaming the system": behavior aimed at obtaining correct answers and advancing within the tutoring curriculum by systematically taking advantage of regularities in the software's feedback and help. A student's frequency of gaming the system correlates as strongly to post-test score as the student's prior domain knowledge and general academic achievement. Controlling for prior domain knowledge, students who frequently game the system score substantially lower on a post-test than students who never game the system. Analysis of students who choose to game the system suggests that learned helplessness or performance orientation might be better accounts for why students choose this behavior than lack of interest in the material. This analysis will inform the future re-design of tutors to respond appropriately when students game the system.

[15] Predictive human performance modeling made easy / John, Bonnie E. / Prevas, Konstantine / Salvucci, Dario D. / Koedinger, Ken Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems 2004-04-24 v.1 p.455-462
ACM Digital Library Link
Summary: Although engineering models of user behavior have enjoyed a rich history in HCI, they have yet to have a widespread impact due to the complexities of the modeling process. In this paper we describe a development system in which designers generate predictive cognitive models of user behavior simply by demonstrating tasks on HTML mock-ups of new interfaces. Keystroke-Level Models are produced automatically using new rules for placing mental operators, then implemented in the ACT-R cognitive architecture. They interact with the mock-up through integrated perceptual and motor modules, generating behavior that is automatically quantified and easily examined. Using a query-entry user interface as an example [19], we demonstrate that this new system enables more rapid development of predictive models, with more accurate results, than previously published models of these tasks.

[16] Detecting When Students Game the System, Across Tutor Subjects and Classroom Cohorts Modeling and Recognizing Human Activity / Baker, Ryan Shaun / Corbett, Albert T. / Koedinger, Kenneth R. / Roll, Ido Proceedings of User Modeling 2005 2003-07-24 p.220-224
Link to Digital Content at Springer
Summary: Building a generalizable detector of student behavior within intelligent tutoring systems presents two challenges: transferring between different cohorts of students (who may develop idiosyncratic strategies of use), and transferring between different tutor lessons (which may have considerable variation in their interfaces, making cognitively equivalent behaviors appear quite different within log files). In this paper, we present a machine-learned detector which identifies students who are "gaming the system", attempting to complete problems with minimal cognitive effort, and determine that the detector transfers successfully across student cohorts but less successfully across tutor lessons.

[17] Modeling Students' Metacognitive Errors in Two Intelligent Tutoring Systems Student Modeling / Roll, Ido / Baker, Ryan S. / Aleven, Vincent / McLaren, Bruce M. / Koedinger, Kenneth R. Proceedings of User Modeling 2005 2003-07-24 p.367-376
Link to Digital Content at Springer
Summary: Intelligent tutoring systems help students acquire cognitive skills by tracing students' knowledge and providing relevant feedback. However, feedback that focuses only on the cognitive level might not be optimal -- errors are often the result of inappropriate metacognitive decisions. We have developed two models which detect aspects of student faulty metacognitive behavior: A prescriptive rational model aimed at improving help-seeking behavior, and a descriptive machine-learned model aimed at eliminating attempts to "game" the tutor. In a comparison between the two models we found that while both successfully identify gaming behavior, one is better at characterizing the types of problems students game in, and the other captures a larger variety of faulty behaviors. An analysis of students' actions in two different tutors suggests that the help-seeking model is domain independent, and that students' behavior is fairly consistent across classrooms, age groups, domains, and task elements.

[18] A Comparative Analysis of Cognitive Tutoring and Constraint-Based Modeling Student Modeling Methods / Mitrovic, Antonija / Koedinger, Kenneth R. / Martin, Brent Proceedings of User Modeling 2003 2003-06-22 p.313-322
Link to Digital Content at Springer
Summary: Numerous approaches to student modeling have been proposed since the inception of the field more than three decades ago. What the field is lacking completely is comparative analyses of different student modeling approaches. In this paper we compare Cognitive Tutoring to Constraint-Based Modeling (CBM). We present our experiences in implementing a database design tutor using both methodologies and highlight their strengths and weaknesses. We compare their characteristics and argue the differences are often more apparent than real: for specific domains one approach may be favoured over the other, making them viable complementary methods for supporting learning.

[19] Third generation computer tutors: learn from or ignore human tutors? Panel / Corbett, Albert / Anderson, John / Graesser, Art / Koedinger, Ken / VanLehn, Kurt Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems 1999-05-15 v.2 p.85-86
ACM Digital Library Link
Summary: Current "second generation or "intelligent" computer tutors are approximately one-half as effective as human tutors. How will we develop the next generation of computer tutors that approaches human tutor effectiveness? Does success lie in understanding and emulating the performance of human tutors? If so, should we focus on natural language dialog or human tutor pedagogy? Alternatively, does computer technology afford effective instructional interventions, unavailable to human tutors? Can we modify learning activities and monitor student problem solving in ways that human tutors cannot.

[20] EDITED BOOK Handbook of Human-Computer Interaction / Helander, Martin / Landauer, Thomas K. / Prabhu, Prasad V. 1997 n.62 p.1582 Amsterdam North-Holland Elsevier Science Publishers
ISBN: 0-444-81862-6 (cloth), OCLC 36900878; 0-444-81876-6 (paper); LC: QA76.9.H85; Dewey: 004/.01/9
Second Edition
I Issues, Theories, Models and Methods in HCI
1 Human-Computer Interaction: Background and Issues
	+ Nickerson, Raymond S.
	+ Landauer, Thomas K.
2 Information Visualization
	+ Hollan, James D.
	+ Bederson, Benjamin B.
	+ Helfman, Jonathan I.
3 Mental Models and User Models
	+ Allen, Robert B.
4 Model-Based Optimization of Display Systems
	+ Pavel, Misha
	+ Ahumada, Albert J., Jr.
5 Task Analysis, Task Allocation and Supervisory Control
	+ Sheridan, Thomas B.
6 Models of Graphical Perception
	+ Lohse, Gerald Lee
7 Using Natural Language Interfaces
	+ Ogden, William C.
	+ Bernick, Philip
8 Virtual Environments as Human-Computer Interfaces
	+ Ellis, Stephen R.
	+ Begault, Durand R.
	+ Wenzel, Elizabeth M.
9 Behavioral Research Methods in Human-Computer Interaction
	+ Landauer, Thomas K.
II Design and Development of Software Systems
10 How To Design Usable Systems
	+ Gould, John D.
	+ Boies, Stephen J.
	+ Ukelson, Jacob
11 Participatory Practices in the Software Lifecycle
	+ Muller, Michael J.
	+ Haslwanter, Jean Hallewell
	+ Dayton, Tom
12 Design for Quality-in-use: Human-Computer Interaction Meets Information Systems Development
	+ Ehn, Pelle
	+ Lowgren, Jonas
13 Ecological Information Systems and Support of Learning: Coupling Work Domain Information to User Characteristics
	+ Pejtersen, Annelise Mark
	+ Rasmussen, Jens
14 The Role of Task Analysis in the Design of Software
	+ Jeffries, Robin
15 The Use of Ethnographic Methods in Design and Evaluation
	+ Nardi, Bonnie A.
16 What do Prototypes Prototype?
	+ Houde, Stephanie
	+ Hill, Charles
17 Scenario-Based Design
	+ Carroll, John M.
18 International Ergonomic HCI Standards
	+ Cakir, Ahmet
	+ Dzida, Wolfgang
III User Interface Design
19 Graphical User Interfaces
	+ Marcus, Aaron
20 The Role of Metaphors in User Interface Design
	+ Neale, Dennis C.
	+ Carroll, John M.
21 Direct Manipulation and Other Lessons
	+ Frohlich, David M.
22 Human Error and User-Interface Design
	+ Prabhu, Prasad V.
	+ Prabhu, Girish V.
23 Screen Design
	+ Tullis, Thomas S.
24 Design of Menus
	+ Paap, Kenneth R.
	+ Cooke, Nancy J.
25 Color and Human-Computer Interaction
	+ Post, David L.
26 How Not to Have to Navigate Through Too Many Displays
	+ Woods, David D.
	+ Watts, Jennifer C.
IV Evaluation of HCI
27 The Usability Engineering Framework for Product Design and Evaluation
	+ Wixon, Dennis
	+ Wilson, Chauncey
28 User-Centered Software Evaluation Methodologies
	+ Karat, John
29 Usability Inspection Methods
	+ Virzi, Robert A.
30 Cognitive Walkthroughs
	+ Lewis, Clayton
	+ Wharton, Cathleen
31 A Guide to GOMS Model Usability Evaluation using NGOMSL
	+ Kieras, David
32 Cost-Justifying Usability Engineering in the Software Life Cycle
	+ Karat, Clare-Marie
V Individual Differences and Training
33 From Novice to Expert
	+ Mayer, Richard E.
34 Computer Technology and the Older Adult
	+ Czaja, Sara J.
35 Human Computer Interfaces for People with Disabilities
	+ Newell, Alan F.
	+ Gregor, Peter
36 Computer-Based Instruction
	+ Eberts, Ray E.
37 Intelligent Tutoring Systems
	+ Corbett, Albert T.
	+ Koedinger, Kenneth R.
	+ Anderson, John R.
VI Multimedia, Video and Voice
38 Hypertext and its Implications for the Internet
	+ Vora, Pawan R.
	+ Helander, Martin G.
39 Multimedia Interaction
	+ Waterworth, John A.
	+ Chignell, Mark H.
40 A Practical Guide to Working with Edited Video
	+ Kellogg, Wendy A.
	+ Bellamy, Rachel K. E.
	+ Van Deusen, Mary
41 Desktop Video Conferencing: A Systems Approach
	+ Kies, Jonathan K.
	+ Williges, Robert C.
	+ Williges, Beverly H.
42 Auditory Interfaces
	+ Gaver, William W.
43 Design Issues for Interfaces using Voice Input
	+ Kamm, Candace
	+ Helander, Martin
44 Applying Speech Synthesis to User Interfaces
	+ Spiegel, Murray F.
	+ Streeter, Lynn
45 Designing Voice Menu Applications for Telephones
	+ Marics, Monica A.
	+ Engelbeck, George
VII Programming, Intelligent Interface Design and Knowledge-Based Systems
46 Expertise and Instruction in Software Development
	+ Rosson, Mary Beth
	+ Carroll, John M.
47 End-User Programming
	+ Eisenberg, Michael
48 Interactive Software Architecture
	+ Olsen, Dan R., Jr.
49 User Aspects Of Knowledge-Based Systems
	+ Wærn, Yvonne
	+ Hagglund, Sture
50 Paradigms for Intelligent Interface Design
	+ Roth, Emilie M.
	+ Malin, Jane T.
	+ Schreckenghost, Debra L.
51 Knowledge Elicitation for the Design of Software Agents
	+ Boy, Guy A.
52 Decision Support Systems: Integrating Decision Aiding And Decision Training
	+ Zachary, Wayne W.
	+ Ryder, Joan M.
53 Human Computer Interaction Applications for Intelligent Transportation Systems
	+ Dingus, Thomas A.
	+ Gellatly, Andrew W.
	+ Reinach, Stephen J.
VIII Input Devices and Design of Work Stations
54 Keys and Keyboards
	+ Lewis, James R.
	+ Potosnak, Kathleen M.
	+ Magyar, Regis L.
55 Pointing Devices
	+ Greenstein, Joel S.
56 Ergonomics of CAD Systems
	+ Luczak, Holger
	+ Springer, Johannes
57 Design of the Computer Workstation
	+ Kroemer, Karl H. E.
58 Work-related Disorders and the Operation of Computer VDT's
	+ Hagberg, Mats
	+ Rempel, David
IX CSCW and Organizational Issues in HCI
59 Research on Computer Supported Cooperative Work
	+ Olson, Gary M.
	+ Olson, Judith S.
60 Organizational Issues in Development and Implementation of Interactive Systems
	+ Grudin, Jonathan
	+ Markus, M. Lynne
61 Understanding the Organisational Ramifications of Implementing Information Technology Systems
	+ Eason, Ken
62 Psychosocial Aspects of Computerized Office Work
	+ Smith, Michael J.
	+ Conway, Frank T.